L L4D2node

CEnvTracer::Activate

0x0066bd30 · 278 bytes · __thiscall

_ZN10CEnvTracer8ActivateEv

Decompiled

undefined (1 param)

/* CEnvTracer::Activate() */

void __thiscall CEnvTracer::Activate(CEnvTracer *this)

{
  char *pcVar1;
  int iVar2;
  undefined1 *puVar3;
  undefined1 local_14 [8];
  
  CBaseEntity::Activate((CBaseEntity *)this);
  pcVar1 = *(char **)(this + 0xf8);
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "";
  }
  iVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  if (iVar2 != 0) {
    *(undefined4 *)(this + 0x440) = *(undefined4 *)(iVar2 + 0x39c);
    *(undefined4 *)(this + 0x444) = *(undefined4 *)(iVar2 + 0x3a0);
    *(undefined4 *)(this + 0x448) = *(undefined4 *)(iVar2 + 0x3a4);
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)TracerThink);
    CBaseEntity::SetNextThink
              ((CBaseEntity *)this,*(float *)(this + 0x44c) + *(float *)(gpGlobals + 0xc),
               (char *)0x0);
    return;
  }
  puVar3 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0xf8) != (undefined1 *)0x0) {
    puVar3 = *(undefined1 **)(this + 0xf8);
  }
  Msg("env_tracer: unknown entity \"%s\"\n",puVar3);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)